Passable today - not passable 2morrow Created 19 years ago2005-07-11 06:01:04 UTC by Daubster Daubster

Created 19 years ago2005-07-11 06:01:04 UTC by Daubster Daubster

Posted 19 years ago2005-07-11 06:01:04 UTC Post #120238
Ok It's like this:
I have a train (func_train) that needs to be passable when i don't need it and not passable, when i need it.
I mean that I have 2 identical trains, just that one has a door for the player to step in. Once the player is inside, the door will close, the train with the door will dissapear and the real train will appear, and start.
Now I've tried doing it with renders, but they only made it invisible, not passable. So is there any other way for this?
Thanks in advance :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-11 06:19:53 UTC Post #120243
Kill the train with the kill target value(found in every trigger I seggest using trigger_relay) :)
Posted 19 years ago2005-07-11 06:24:28 UTC Post #120245
:lol:
How could i have not remembered that??????????
Geez... Thx, Elon.... :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 11:38:30 UTC Post #120452
Aye, yet another problem appeared.
I need a func_train to rotate, when needed. At the path_corners, where the train needs to rotate, I've changed the "new train rot. speed" to 20, but when the paths are passed, nothing happens... How come? (it has an origin brush in it) :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 13:05:38 UTC Post #120458
Maybe func_trains won't rotate. Consider a func_platrot, perhaps with some cunning invisiblity-ing.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-12 14:21:31 UTC Post #120460
I'll look on that, thanks :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 18:55:10 UTC Post #120483
Consider a func_platrot...
Wow, what a cool entity, which I've never noticed before! Shame on me for that. This makes available new possibilities...

Thanks Seventh :)
Posted 19 years ago2005-07-12 21:30:07 UTC Post #120489
You could also use Func_tracktrain!!
Posted 19 years ago2005-07-13 03:32:01 UTC Post #120512
Fuck_tracktrain has a strange path_track system... : When i place my path_tracks, it always ends up stuck in the ground! :lol:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-13 03:33:38 UTC Post #120513
Perculiar origin brush location?

Nice typo ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-13 04:14:08 UTC Post #120518
In the tracktrain? It's stuffed in the middle of the train, on its floor and tied to it...
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-13 12:18:20 UTC Post #120605
Ok - tracktrain trouble is out... (whoa, "tracktrain trouble"... They begin with T's :cool: ) But yet another problem bugs me... Now I've compiled my map, with no errors, nothing bad. It all compiled perfectly... So how come when I run my map on hl, I get this error?
Bad surface extents 7264/0
Whadda fogg does tht mean? :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-13 12:49:44 UTC Post #120621
A broken brush, basically. Probably invalid, or geniunely too large.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-14 03:05:55 UTC Post #120718
How could I find it? No errors found... :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-14 03:26:38 UTC Post #120724
That's Hammer's "Check for problems"?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-14 04:51:37 UTC Post #120733
yea..
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-14 06:27:26 UTC Post #120743
Careful investigation of anything, or random deletion in a copy until it starts working.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-14 08:03:52 UTC Post #120756
I'll try...
Daubster DaubsterVault Dweller
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